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Hey everyone,
I looked around for details on this but I am trying to determine the difference between the Physic types: Arcade, Impact, Matter to see what would be best for my type of game or to experiment with.
I read in the Dev blogs that "Arcade" was meant for very simple physics in a game, while somewhere else I read that "Matter" was meant for debugging... I would like to know what the real differences are and which would make the most sense for a given game type. Does anyone know what the differences between the Physic types are?
Thanks!!!

I am making a top down zombie shooter and I am using the moveToObject function for the zombies to follow the player but as you can see, as soon as the player walks behind a wall the zombies get stuck. Is there an easy way to fix this issue?

We just released full support for Spine in our Quest AI IDE. Quest is the simplest way to start building games and Playable ads that runs on Phaser 3. Simply .zip up your spine projects and import them into Quest to start using your animations in timelines. Trigger any animation, change skins, or add attachments to slots, all without writing a single line of code. We're super proud to be able to integrate with Spine and make animations way more robust in our platform (been months in the making for us). It's totally free to make an account to start building some really fun stuff (we make most of our money off enterprise accounts). Thanks for checking it out and would love any feedback!Sign-up:https://www.quest.ai/pricingTutorial:https://www.quest.ai/tutorials/spine- Andrewco-founder of Quest AI

Hi, I am new to coding and phaser 3. Here is what I am trying to do-
I am have a world map that is draggable, and I want to add markers on the map of the cities I want to add. The cities are all stored in an array, myCities2. I have a plan to add a lot of cities and adding them through a function or loop will make it a lot easier than applying each city individually. Each city will link to a "demo scene" where the city name, city image and other relevant information will be passed and the city can be explored.
I have build a lot of this in another file but each city and click event hast to be copy pasted and so on creating hundreds and hundres of lines of code and repetition, I am sure there is a better way and I know coding has a solution, as my coding friends tell me. Efficient code is my goal here.
I have tried forEach(), and for loops but can't get them to add the images to the container with the map - as the map is dragged the cities need to be dragged along with it...
Any suggestions?
Thanks,
Your help is greatly appreciated.
myCities.js

Hello guys,
I lost my other html5gamedevs account @Nicholls but I want to share with you guys my new contribution to Phaser 3, a web component to integrate Phaser with any other Framework (Angular, React, Vue.js, etc):
https://github.com/proyecto26/ion-phaser
This is very useful because you don't need to manipulate the DOM directly using ids and you can use Phaser like any other component.
From the GitHub repo you can find some examples, also check from Codepen too: https://codepen.io/jdnichollsc/full/oRrwKM
Regards, Nicholls

Looking for someone/team to help us create templates in Quest.ai. We're an IDE that works on Phaser 3 where we easily create timeline animations, sprite sheets, audio sheets, simple interactions, etc. We offer templates that our customers can customize by using us. Finding it hard to create templates and work on the product at the same time so looking for help. Ideally looking for someone or a team that has multiple existing game projects that can be repurposed into templates for our system. This is absolutely a paying a gig where we pay up front for you to create it in Quest in a way that our users can reuse it. Might not be for all but hoping to find someone with many games behind their belts.
www.quest.ai
I'm the head of design /co-founder of Quest. I can potentially help with the design / reskinning of things depending on the projects.
Thank you and please reach out ASAP as we're looking to produce these soon. This also isn't a 1 person fits the position type thing. We'll have to review your game experience and concepts before starting.
Thanks and really looking forward to working on collaboration on some fun stuff.
(Attaching an example of a design I have that needs to be coded in Quest)

I am starting out with Phaser/ Phaser 3, so bear with me. I am trying to make a mobile game with viking ship going up a river. the ship will always be moving forward, I wish to have a virtual tiller which the user will touch and drag to angle the ship left and right. I.e Changing the angle which the tiller is displayed on the screen, the more severe the angle the faster the boat will turn. Currently I change direction with the arrow keys on the keyboard.
I tried adding it as a button, but got the error message add.button is not a function.
Can anyone suggest where to begin this process? i.e add the tiller and allow it to tilt (I will be recording it's angle to determine how much to turn the boat). Attached is a image of the what I mean by tilting.

I am making UI Components Framework for Phaser 3, that is driven by JSFL-generated jsons and atlases.
It means that you can build your UI in Abode Animate, export it with given script, and forget about manual code positioning and building stuff!
Please, try it out.
https://xense.github.io/phaser-ui-comps-docs/tutorial-showcase.html
Docs, examples, tutorials:
https://xense.github.io/phaser-ui-comps-docs
There are two basic things in this framework.
First is ComponentClip, which is a view instance, it is recursively self-build by provided json and atlases.
Second is UIComponentPrototype, which is clip controller. It can be easily extended to create any components, windows or whatever you need. Essential meaninig of it is that it doesn't need a clip to exist always. For example, you can change states of a root clip, and child clip can get new clip instances, ore lose them, and nothing bad happen.
Some base components are already included
UIButton has 4 states, "up", "over", "down", "disable"
UIButtonSelect same as button, but behaves like checkbox, has 8 states, by adding "_select" suffix to UIButton's states when selected.
UIButtonRadio Selectable buttons, that can be grouped to select only one of them.
UIButtonDraggable same as UIButton, but also emits drag event, drag bounds can be self externally.
UIScrollBar vertical or horisontal bar with draggable thumb and prev/next buttons.
UIProgressBar Setup only start and end elements positions, scale, rotation or alpha, and this component will interpolate them according to provided progress value.
UIScrollPanel Helper for scrolling any element with UIScrollBar.
UIContainer Base container component to add other dynamically created components inside. Can be easily extended to create any types of lists, for example.
I'm still working on new components and extending existing functionality.
Tell me, would you use it, what other components you may need, and whatever you think about it.
Any feedback is appreciated! Also I'll be thankful for any collaboration.
Available at GitHub and npm

Hello, I am making a top down zombie shooter in Phaser 3.
I am using the moveToObject function to make zombies follow the player. Now I want to make healthbars for the zombies. I have read that you can use containers to make the enemies and healthbars move together but I am having trouble to move the container with moveToObject.
Is it possible to move a container with the moveToObject function or should I use something else instead?

I have an enemy with a health bar. I want the health bar to move with the enemy. To do this I have made a container like this:
var container = scene.add.container(x, y, [enemy, healthBar]);
This work just as expected, the problem is when I try to move the container with moveToObject like this:
scene.physics.moveToObject(container, player, speed);
This does not work at all. How do I solve this?

I've seen a gantt chart with a planned "phaser 2 to 3 migration guide" but now it seems to be deleted.
I have a lot of 2.x code and I would love to migrate to 3.x in an ordered way. So, will there be any migration guide or should I just start seeing the examples and tutorials and figure out the best way to do it?
It's nice to have such amazing library!

I am creating a game in phaser 3 where I need to work with texture atlas. There are no useful tutorial available online and I have no idea how to even start. So here are my questions.
1) How to load a JSON atlas and draw images from it?
2) How to randomly select a texture from the atlas and draw it?
Note : While packing my textures I selected JSON array option.
Some tutorials which I found online.
LoadingTextures
RandomTexture
AddingAtlas

Hi!
I'm doing a school assignment about Phaser and I was wondering can someone explain the differences in Phaser 2 and Phaser 3 physics engines?
Phaser 2 has: Arcade, P2 and Ninja physics and I know pretty much the differences in them.
Phaser 3 has: Arcade, Impact, Matter and Multi physics, I guess the arcade is the same as in Phaser 2, but what about impact and matter? Can someone smarter than me explain how these work?
Thank you in advance!

so I created a spritesheet online and and added to my game.
but some sprites are small in size so how do I change the size of sprite:
{
"filename": "Attack__004",
"frame": {
"x": 1,
"y": 1951,
"w": 111,
"h": 96
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 9,
"y": 5,
"w": 111,
"h": 96
},
"sourceSize": {
"w": 120,
"h": 110
},
"pivot": {
"x": 0.5,
"y": 0.5
}
},
I don't know which one is the height and width of image.
So do can I resize the image inside the json file or I must manually resize and pack it again?
Btw, I used this tool http://free-tex-packer.com/app/ (no PC to use texture packer :-) )
Thanks in advance

Hey guys,
I have searched all over to figure this our but no luck. How do I enable the debug to show the bounding/collision boxes on sprites in Phaser 3? this was pretty easy to do in Phaser 2 but I dont see any docs on how to do this for 3.
Thanks!!!

Description:
Sushi Chef is puzzle game for sushi and puzzle lovers that test your eyes and your hand movement coordination.
In this game, you play as new sushi chef at the sushi restaurant that have firm employer who will fire you if you fail to please the customers. Your job is to match three or more similar sushi while you try to fill up customers sushi’s orders that visit your restaurant in limited time that given to you.
You have to pleased your customer before they lost their interest to eat and leave the restaurant unsatisfied. If you fail, your employer will fire you or make you back to lower level. But if you success, your employer will promote you to run another sushi restaurant.
Enjoy and challenge yourselves in this addictive game, get more promotion from the employer so you can run various sushi restaurant and be famous as great Sushi Chef.
Play Store https://play.google.com/store/apps/details?id=com.redfoc.sushichef
Can this game will be added to Phaser game showcase?
Thank you!

Hey together
I am trying to add a collision to my line in Phaser 3, but as I read, it is not possible to add physics to a line in Phaser 2. Is this still a thing with Phaser 3 and if yes, has someone a idea how to add a collision to the line properly?

Hi Everyone,
I want to create same thing like this in phaser 3 using graphics library or by any other way. I cannot find compatible code for replacement in graphics library. Any help will be highly apprecited
https://codepen.io/kangax/pen/dajwE
Many Thanks

Try my christmas event game.
http://game.nostia.com
very short, one button game.
Press spacebar or mouse/touch to Jump.
jump higher when holding button.
Goal is this gift bag.
You can see ending CG when you get gift bag
Thank you for playing.

I am trying to make a snow effect on the main menu using the particle emitter but particles spawn way to fast.
I have this code:
var particles = this.add.particles('snow');
var emitter = particles.createEmitter({
speedY: { min: 15, max: 40 },
gravityY: 0,
scale: 0.2,
quantity: 1,
lifespan: { min: 28000, max: 30000 },
emitZone: { source: new Phaser.Geom.Line(-20, -100, 820, -100 )}
});
And quantity is only one, so I do not know how to fix this.